Nemesis11
30-07-2005, 05:35
Imagination Technologies Launches Programmable Shader Graphics Family for Wireless Applications
London, UK, 29th July 2005: Imagination Technologies – a leader in silicon IP cores – debuts its PowerVR SGX Shader Graphics Accelerator family, the future of wireless mobile embedded graphics and video technology.
The PowerVR SGX cores for wireless applications are part of Imagination’s PowerVR Series5 scalable and fully programmable unified shader graphics and video core family, previously codenamed Eurasia. The first cores from this family target mainstream and performance mobile graphics with state-of-the-art support for 2D and 3D and an industry leading feature set that exceeds OGL 2.0 shader and Microsoft Vertex and Pixel Shader Model 3 requirements.
PowerVR SGX is available for licensing in three scaled variants (PowerVR SGX510, SGX520, SGX530) with sizes ranging from less than 2mm2 to 8mm2 in 90nm technology. These variants will enable a wide range of mobile devices from basic phones and entry-level feature phones to mainstream feature phones and advanced feature and smart phones.
Family Members
PowerVR SGX core architecture is fully scaleable and the Wireless Graphics Accelerator family includes 3 variants: SGX510, SGX520, SGX530 with sizes ranging from less than 2mm2 to 8mm2 in a 90nm process.
Performance
Maximum effective pixel fillrate performance from 200Mpix/sec to 1200Mpix/sec @ 200MHz with even higher Z and stencil fill rate and polygon throughput from 2Mpoly/sec to 13.5Mpoly/sec @ 200MHz. Performance depends on core and configuration selected.
Power
PowerVR SGX cores are built on a foundation of unique patent-potected technologies that deliver class-leading performance while keeping power dissipation to a minimum. In addition, sophisticated clock gating power management techniques ensure the lowest active and standby power consumption.
API and OS Support
All industry standard graphics APIs and OSs supported, including:
* OpenGL ES 2.0, OpenGL ES 1.x, OpenGL 2.0, OpenVG
* Direct3D Mobile, DX9+
* JSR 184 and JSR 239
* Linux, Symbian, WinCE, Windows Mobile
Content Compatibility
PowerVR SGX510, SGX520 and SGX530 are compatible with content created for PowerVR MBX. Powerful features like the Vertex Shader and PVR-TC™ texture compression are compatible with the MBX family. Continued support for all existing PowerVR extensions to OpenGL ES 1.1, allows comprehensive software support developed on the MBX platform to be carried forward to SGX.
http://img294.imageshack.us/img294/9363/sgx2je.gif
http://www.imgtec.com/News/Release/index.asp?ID=259
http://www.powervr.com/Products/Graphics/SGX/Index.asp
Demos
Water
http://img9.imageshack.us/img9/8420/water3hp.jpg
http://www.powervr.com/Products/Graphics/SGX/Index.asp?Page=8
http://www.powervr.com/Products/Graphics/SGX/Demos/Water_Movie.avi
City
http://img106.imageshack.us/img106/2980/city0my.jpg
http://www.powervr.com/Products/Graphics/SGX/Index.asp?Page=9
http://www.powervr.com/Products/Graphics/SGX/Demos/City_Movie.avi
Bump Mapping
http://img28.imageshack.us/img28/6672/parallax0vu.jpg
http://www.powervr.com/Products/Graphics/SGX/Index.asp?Page=6
http://www.powervr.com/Products/Graphics/SGX/Demos/Parallax_Movie.avi
MRT Deferred Shading
http://img206.imageshack.us/img206/7708/mrt6tj.jpg
http://www.powervr.com/Products/Graphics/SGX/Index.asp?Page=7
http://www.powervr.com/Products/Graphics/SGX/Demos/MRT_Movie.avi
SM3, unified shaders, dx9, OGL2.0, OGL ES 2.0, 90nm. Nada mau.....
Vamos ver se a Intel também pega nesta nova SGX.
London, UK, 29th July 2005: Imagination Technologies – a leader in silicon IP cores – debuts its PowerVR SGX Shader Graphics Accelerator family, the future of wireless mobile embedded graphics and video technology.
The PowerVR SGX cores for wireless applications are part of Imagination’s PowerVR Series5 scalable and fully programmable unified shader graphics and video core family, previously codenamed Eurasia. The first cores from this family target mainstream and performance mobile graphics with state-of-the-art support for 2D and 3D and an industry leading feature set that exceeds OGL 2.0 shader and Microsoft Vertex and Pixel Shader Model 3 requirements.
PowerVR SGX is available for licensing in three scaled variants (PowerVR SGX510, SGX520, SGX530) with sizes ranging from less than 2mm2 to 8mm2 in 90nm technology. These variants will enable a wide range of mobile devices from basic phones and entry-level feature phones to mainstream feature phones and advanced feature and smart phones.
Family Members
PowerVR SGX core architecture is fully scaleable and the Wireless Graphics Accelerator family includes 3 variants: SGX510, SGX520, SGX530 with sizes ranging from less than 2mm2 to 8mm2 in a 90nm process.
Performance
Maximum effective pixel fillrate performance from 200Mpix/sec to 1200Mpix/sec @ 200MHz with even higher Z and stencil fill rate and polygon throughput from 2Mpoly/sec to 13.5Mpoly/sec @ 200MHz. Performance depends on core and configuration selected.
Power
PowerVR SGX cores are built on a foundation of unique patent-potected technologies that deliver class-leading performance while keeping power dissipation to a minimum. In addition, sophisticated clock gating power management techniques ensure the lowest active and standby power consumption.
API and OS Support
All industry standard graphics APIs and OSs supported, including:
* OpenGL ES 2.0, OpenGL ES 1.x, OpenGL 2.0, OpenVG
* Direct3D Mobile, DX9+
* JSR 184 and JSR 239
* Linux, Symbian, WinCE, Windows Mobile
Content Compatibility
PowerVR SGX510, SGX520 and SGX530 are compatible with content created for PowerVR MBX. Powerful features like the Vertex Shader and PVR-TC™ texture compression are compatible with the MBX family. Continued support for all existing PowerVR extensions to OpenGL ES 1.1, allows comprehensive software support developed on the MBX platform to be carried forward to SGX.
http://img294.imageshack.us/img294/9363/sgx2je.gif
http://www.imgtec.com/News/Release/index.asp?ID=259
http://www.powervr.com/Products/Graphics/SGX/Index.asp
Demos
Water
http://img9.imageshack.us/img9/8420/water3hp.jpg
http://www.powervr.com/Products/Graphics/SGX/Index.asp?Page=8
http://www.powervr.com/Products/Graphics/SGX/Demos/Water_Movie.avi
City
http://img106.imageshack.us/img106/2980/city0my.jpg
http://www.powervr.com/Products/Graphics/SGX/Index.asp?Page=9
http://www.powervr.com/Products/Graphics/SGX/Demos/City_Movie.avi
Bump Mapping
http://img28.imageshack.us/img28/6672/parallax0vu.jpg
http://www.powervr.com/Products/Graphics/SGX/Index.asp?Page=6
http://www.powervr.com/Products/Graphics/SGX/Demos/Parallax_Movie.avi
MRT Deferred Shading
http://img206.imageshack.us/img206/7708/mrt6tj.jpg
http://www.powervr.com/Products/Graphics/SGX/Index.asp?Page=7
http://www.powervr.com/Products/Graphics/SGX/Demos/MRT_Movie.avi
SM3, unified shaders, dx9, OGL2.0, OGL ES 2.0, 90nm. Nada mau.....
Vamos ver se a Intel também pega nesta nova SGX.